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Ni-Sokkususu - Blade Dance

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Hobbes2
hey its me ur thursday

[Normal]

00:05:776 (2,4) - Perhaps 2's tail and 4's head could have the same x value for neatness

00:13:477 (2,3) - Blanket fix looks much nicer; compare this to what you have: https://osu.ppy.sh/ss/6143768

00:25:990 (1,2) - simple blanket fix

00:44:760 (2,3) - Not really sure about this. Since this is the first diff in your set, it should have simpler rhythm than this I think. 1/2 is fine, but this kind of 1/2 is a bit much, especially because its the first 1/2 in the diff.

^If you don't chose to fix this, do note there's a distance error on the reverse slider.

00:59:038 (5,1) - if these are finishes, shouldn't 01:01:605 - and 01:01:926 - be finishes, not 01:01:284 - ?

01:03:209 (3,1) - Perhaps have 1 completely overlap 3's head?

[Light Hard]

light hard > advanced master race

SV 1.3 prob would have been better to bridge the gap between Normal and Hard but it's probably fine

00:03:209 (2) - I think it plays better and looks better if you place this slightly higher, like this - https://osu.ppy.sh/ss/6143797

00:16:043 (2,3) - blanket

00:32:247 (1,2) - a ctrl+g of this rhythm would fit the music better imo. requires moving the notes and stuff after of course.

00:46:846 (2) - Why's this one not a reverse slider when 00:48:129 (2), 00:49:412 (2) - are?
00:51:979 (2) - ^?

[Hard]

00:09:466 (2) - I think you can make equilateral triangles out of 00:08:664 (4,5,2) - and 00:08:824 (5,6,2) - for a neater placement.

00:32:247 (1,2) - as with the earlier diff, a ctrl+g of this rhythm fits the music better.

00:56:471 (4,2) - why not just stack regularly?

Very nice diff!

[Insane]

00:35:295 (3,1) - This doesn't really play well, and it's very easy to misread; I would ctrl+g 00:35:616 (1,2) -

01:21:177 (6,1) - this overlap doesn't look nice

[Extra]

No comments, looks great and nothing unrankable!

[Black and White]

01:26:311 - There are two timing points with conflicting volume here!

Good luck, great set!
Topic Starter
lolia

Hobbes2 wrote:

hey its me ur thursday

[Normal]
00:44:760 (2,3) - Not really sure about this. Since this is the first diff in your set, it should have simpler rhythm than this I think. 1/2 is fine, but this kind of 1/2 is a bit much, especially because its the first 1/2 in the diff. I wanted to remind players of 1/2 cuz KIAI part has some 1/2s.
00:59:038 (5,1) - if these are finishes, shouldn't 01:01:605 - and 01:01:926 - be finishes, not 01:01:284 - ? idk, I just followed the symbals in music. lol

[Light Hard]
light hard > advanced master race cuz of SV xd
SV 1.3 prob would have been better to bridge the gap between Normal and Hard but it's probably fine

00:03:209 (2) - I think it plays better and looks better if you place this slightly higher, like this - https://osu.ppy.sh/ss/6143797 but I like current position xP
00:32:247 (1,2) - a ctrl+g of this rhythm would fit the music better imo. requires moving the notes and stuff after of course. Followed vocals
00:46:846 (2) - Why's this one not a reverse slider when 00:48:129 (2), 00:49:412 (2) - are? cuz 00:46:525 (1) - this is not a 1/1 slider. I wanted to make a balance of rhythm
00:51:979 (2) - ^? XP

[Hard]
00:32:247 (1,2) - as with the earlier diff, a ctrl+g of this rhythm fits the music better. This is also for vocal w
00:56:471 (4,2) - why not just stack regularly? Just my perference

Very nice diff!

[Insane]
01:21:177 (6,1) - this overlap doesn't look nice not a big issue in-playing imo

[Extra]

No comments, looks great and nothing unrankable!

Good luck, great set!
Deleted = Fixed
Thanks for modding!
Ward74
BLACK AND WHITE

00:36:257 (1,2) - You can make a blanket
00:38:824 (1,3) - Bad Blanket so move 00:39:466 (3) - at x:216 y:104 and change the form of 00:38:824 (1) - like this

I want to say that black and white is impressive

Nothing to say other difficult , VERY VERY GOOD JOB , i hope it will ranked , good continuations 8-) :o
Frostings
Why are your curved 1/2 sliders so... curved?


Normal

It's a little weird you set your slider parity in such a way that they start on the vocals, whereas I'd think it'd be better if the sliders end on them.
00:05:455 (1,2,3) - For example here, slider + slider + circle sounds a little bit better. It's not "bad" or needs fixing per say, but just food for thought

01:04:493 (1) - I mean, if you're gonna do sliders like this, might as well make it symmetrical, or change it so that it's obviously not supposed to look symmetrical :|

01:10:749 - You probably won't agree, but consider making this clickable? :oops:
01:15:883 - Similarly here


Insane
00:58:396 (3,4,5,6) - this actually requires careful reading I think. It might be better design to make them more distinct

Black or White
I don't really like jump maps but at least this tries to be different with the 1/4 circle combos. It works nicely so good job :oops:
Topic Starter
lolia

Ward74 wrote:

BLACK AND WHITE

00:36:257 (1,2) - You can make a blanket
00:38:824 (1,3) - Bad Blanket so move 00:39:466 (3) - at x:216 y:104 and change the form of 00:38:824 (1) - like this
// I didn't want blankets at there orz

I want to say that black and white is impressive It's Black or White!!!

Nothing to say other difficult , VERY VERY GOOD JOB , i hope it will ranked , good continuations 8-) :o

Frostings wrote:

Why are your curved 1/2 sliders so... curved? idk, maybe it relates to my aesthetic(?) sense

Normal

It's a little weird you set your slider parity in such a way that they start on the vocals, whereas I'd think it'd be better if the sliders end on them.
00:05:455 (1,2,3) - For example here, slider + slider + circle sounds a little bit better. It's not "bad" or needs fixing per say, but just food for thought
B-but I really like current rhythm-patterns x.x

01:10:749 - You probably won't agree, but consider making this clickable? :oops:
01:15:883 - Similarly here
// I would have agreed if this was a common Normal diff. But I don't want to start with a hitcircle on 1/2 rhythms cuz this is the lowest diff ><

Black or White
I don't really like jump maps but at least this tries to be different with the 1/4 circle combos. It works nicely so good job :oops:
Deleted = Fixed
Thanks for moddings!
CodeS
Hey!

From my Q! as requested, small mod pointing out stuff that I believe could be improved!


Normal

00:12:193 (4,1,2,3) - Like this? http://i.imgur.com/LqLYZTO.png Seeinas you're using kinda similar patterns like 00:07:059 (4,2) - and 00:08:985 (3,5) -
00:17:006 (3) - Random stuff, not important, move the second red anchor to x:504 y:104, so the ball kinda changes direction with the change at voice at 00:17:327 -
00:21:819 (3,4,1) - Just an idea, http://i.imgur.com/haSi4WH.png , the current is fine but it feels kinda awkward being in such a low position and also the flow from 00:21:819 (3) - to 00:22:461 (4) - is kinda weird thanks to the position of these sliders.
00:32:086 (3) - Personal opinion here but, I'm really not fan of stuff being so out of grid in this area, mostly if you take into consideration the position your hand must be to do this movement for someone getting used to the game (normal players) with tablet, with Mouse is probably fine. try something like http://i.imgur.com/T7u8Jts.png

00:42:674 (3) - Blanket with 00:42:354 (2) - http://i.imgur.com/QXolTUY.png
00:57:113 (2) - add a second anchor and curve this to the right, so the change on flow is not as punishing here.


Light Hard

00:42:354 (4) - CTR G?
00:47:648 (1) - While I get your idea, in my opinion, you should use this 00:48:129 (2) - as a NEW COMBO instead of 00:47:648 (1) - , same on 00:49:412 (2) - instead of 00:48:931 (1) - , mostly because is where the music both end and start, same with NC on 00:51:979 (2) - instead of 00:51:658 (1) - , and 00:52:781 (1,2) - and well... you get the idea on similar parts.

00:55:348 (1) - Blanket with 00:55:188 (4) -

00:56:471 (4) - CTR G? tho a big DS would end 00:56:792 (1) - , a jump woudn't be that bad seein as you did on 00:51:338 (4) -

01:13:477 (1) - Why this NC tho? it doesn't make much sense being here

01:16:364 (2,3,4,1) - http://i.imgur.com/bN38Gvo.png

01:21:819 (3) - stack with 01:20:856 (4) - tail

Awesome diff <3

Hard


00:04:813 (4) - CTR G
00:06:899 (2) - stack with 00:06:257 (5) -

00:18:610 (2) - CTR G

00:47:648 (1,3) - Same suggestion I did to the Light Hard related to the combos





Really fun map overall!
-----

Suggestion to the Insane based on some testplays http://i.imgur.com/EaCo0dp.jpg
The diff is frigging perfect... and this is not a mod, just a "well uh"

00:41:712 (2,3) - this stack and 00:42:995 (2,3) - felt really weird because the stop takes out a lot of momentum to the player movement, same as 00:58:396 (3,4) - and 01:00:001 (3,4) - .
Kinda like "oh yeah I'm going to move a lot... uh oh.. a stack.. better stay here... THEN OH SHIT JUMPS" , they kinda feel out of place.

Other than that, perfect diff, and also again, this is not a mod, just a tesplay opinion.



Good luck with your map!

Also sorry if a timeline copypaste doesn't fit or imgur link doesn't work D=

Happy mapping!
Topic Starter
lolia

Katyusha wrote:

Hey!

From my Q! as requested, small mod pointing out stuff that I believe could be improved!

Normal

00:12:193 (4,1,2,3) - Like this? http://i.imgur.com/LqLYZTO.png Seeinas you're using kinda similar patterns like 00:07:059 (4,2) - and 00:08:985 (3,5) - I want to keep current pattern
00:42:674 (3) - Blanket with 00:42:354 (2) - http://i.imgur.com/QXolTUY.png I don't want a blanket here.
00:57:113 (2) - add a second anchor and curve this to the right, so the change on flow is not as punishing here. Keep for flow of (2,3)

Light Hard

00:42:354 (4) - CTR G? I don't want to make a jump here w
00:47:648 (1) - While I get your idea, in my opinion, you should use this 00:48:129 (2) - as a NEW COMBO instead of 00:47:648 (1) - , same on 00:49:412 (2) - instead of 00:48:931 (1) - , mostly because is where the music both end and start, same with NC on 00:51:979 (2) - instead of 00:51:658 (1) - , and 00:52:781 (1,2) - and well... you get the idea on similar parts. The reason the NC starts on 00:47:648 - here is 00:46:525 (1) - this also not followed the vocals.
00:55:348 (1) - Blanket with 00:55:188 (4) - Also keep for my aesthetic sense
00:56:471 (4) - CTR G? tho a big DS would end 00:56:792 (1) - , a jump woudn't be that bad seein as you did on 00:51:338 (4) - But I also want a jump between 00:56:150 (3,4) - here orz
01:13:477 (1) - Why this NC tho? it doesn't make much sense being here For consistency of NC
01:21:819 (3) - stack with 01:20:856 (4) - tail no issue at here imo

Awesome diff <3

Hard

00:04:813 (4) - CTR G For vocal
00:06:899 (2) - stack with 00:06:257 (5) - I want to keep this
00:18:610 (2) - CTR G Same as Light one. I don't want a jump here xP
00:47:648 (1,3) - Same suggestion I did to the Light Hard related to the combos Same reason w


Really fun map overall!
-----

Suggestion to the Insane based on some testplays http://i.imgur.com/EaCo0dp.jpg
The diff is frigging perfect... and this is not a mod, just a "well uh"

00:41:712 (2,3) - this stack and 00:42:995 (2,3) - felt really weird because the stop takes out a lot of momentum to the player movement, same as 00:58:396 (3,4) - and 01:00:001 (3,4) - .
Kinda like "oh yeah I'm going to move a lot... uh oh.. a stack.. better stay here... THEN OH SHIT JUMPS" , they kinda feel out of place.
// lol, I would have to partial remapping if I fixed above opinions. I'll consider about those stacks orz

Other than that, perfect diff, and also again, this is not a mod, just a tesplay opinion.

Good luck with your map!

Also sorry if a timeline copypaste doesn't fit or imgur link doesn't work D= there were fine w

Happy mapping!
Deleted = Fixed
Thanks for modding!
Gloria Guard
흠... 왜 douga니와 시타기가 나인데스카네... ㅠ

도움 필요하면 콜 해주시면 kam 4:P
Sonnyc
힛사 관련입니다.

맵 후반부인 01:22:461 - 부터 다운비트 관련 힛사가 표현이 안되어있네요. 가령 01:23:102 - 01:23:744 - 01:25:027 - 등. 초반의 유사 음악 구간인 00:00:322 - 00:00:963 - 등에서는 샘플셋 드럼으로 표현하신만큼 일관된 설정을 유지하는게 완성도에도 좋고, 음악의 표현에도 더 효과적일 것 같네요.

노말.
00:27:273 - 피니시가 없네요.
00:44:760 (2,3) - 박자가 살짝 어렵네요. 1/2 리버스 이후에 1/2 박자인 상태인데,, 물론 쉬운 난이도라고 해도 충분히 이해 가능한 박자입니다만 실질적으로 1/2 박자들이 키아이 지점에서 주로 등장하는 상황인만큼 키아이 섹션 이전에 저런 박자가 등장해버리면 키아이 내의 1/2 박자들이 갖는 임펙트가 약해진다고 봅니다. 대체 박자를 고려해보심이,,
01:06:418 (2) - 배치 그냥 01:03:851 (4) 꼬리에 하시는게 어떤가요? S 곡선 슬라까지 써가면서 표현된 패턴인데 정작 후속 노트가 블랭킷 안맞고 있어서 효과가 절감된 기분입니다. 저 정도 간격 오차는 충분히 감안 가능한 수준이고요.

인센.
00:51:979 (2) - 개인적으로 이 1/4만 리버스 슬라로 표현된거가 맵 구조적 측면에서 살짝 미흡하다는 느낌이 들었는데 혹시 유사한 가사를 보유하는 00:53:263 (3,4,5,6)도 비슷하게 1/4 리버스 슬라로 표현하시는거는 어떻게 보시나요? 지금은 약간 저기만 리버스 슬라라서 동떨어진 기분이 드네요.
01:27:273 (1) - 슬라 배치가 이전 노트들과 고려했을 때 살짝 애매한 느낌이 있는데 좀더 모양을 구체화시켜주실 수 있으신가요? 가령 01:26:953 (1,1) 을 블랭킷한다거나,, 아니면 슬라 꼬리와 이전 노트들이 일직선이 되게 만든다거나,,

준비 되시면 불러주세요.
Topic Starter
lolia

Gloria Guard wrote:

흠... 왜 douga니와 시타기가 나인데스카네... ㅠ ㅋㅋㅋㅋㅋㅋ

도움 필요하면 콜 해주시면 kam 4:P

Sonnyc wrote:

인센.
00:51:979 (2) - 개인적으로 이 1/4만 리버스 슬라로 표현된거가 맵 구조적 측면에서 살짝 미흡하다는 느낌이 들었는데 혹시 유사한 가사를 보유하는 00:53:263 (3,4,5,6)도 비슷하게 1/4 리버스 슬라로 표현하시는거는 어떻게 보시나요? 지금은 약간 저기만 리버스 슬라라서 동떨어진 기분이 드네요.
// 00:46:525 - 바로 앞 파트인 여기는 보컬의 높이가 일정한데 00:51:658 - 이 파트는 보컬이 조금씩 강해지고 있습니다. 엑라나 최상위 난이도에서는 연타 스페이싱을 점점 넓혀가며 보컬이 강해지고 있다는 것을 표현했었지만 인세인에서 그런 표현은 조금 힘들다고 생각해서 리듬도 같이 변화시키며 표현하고 싶었습니다. 그래서 1/4 리버스는 여기만 두고 바로 뒤는 1/4 점연타로 둬도 구조상으론 문제가 없다고 생각합니다.

준비 되시면 불러주세요.
나머지는 다 고쳤습니다.
모딩 감사합니다!
Sonnyc
맞다. 난이도명 왜 Black and white인지 여쭤봐도 될까요
Topic Starter
lolia

Sonnyc wrote:

맞다. 난이도명 왜 Black and white인지 여쭤봐도 될까요
남주 카미토의 정령인 레스티아와 에스트를 색으로 표현하고 애니에선 두 정령을 동시에 사용을 못하기에 Black(레스티아) or White(에스트)라 지었습니다.
Sonnyc
Nominated.
Topic Starter
lolia
감사합니다 c:
Akiyama Mizuki
검은 스타킹 흰 스타킹인줄 알았는데
Topic Starter
lolia

bbj0920 wrote:

검은 스타킹 흰 스타킹인줄 알았는데
ㅋㅋㅋㅋㅋㅋㅋ
전 검은색이 좋습니다
Myxo
Bubble popping over quality issues.



First of all, minor, but why is the HP-drain so low for the higher difficulties? These seem like maps that would fit well with higher HP-drain.

[Black or White]

The difficulty is unnecessary for this mapset as it adds nothing of value to it. 'Extra' already covers the song's full density and uses a lot of jumps to support the (almost) constant 1/2 beats in the song. 'Black or White' is exactly the same just with significantly more spaced out jumps (and some odd overmaps that I will mention below). It feels more like an attention seeker than anything else.

00:07:059 (1,2,1,2,1,2) - 00:09:626 (1,2,1,2,1,2) - 00:12:193 (1,2,1,2,1,2) - ...
I can see that these overmaps are intentionally done to emphasize these vocals. The logic behind them is flawed though - You are using 1/4-sliders instead of circles to emphasize vocals that are really loud and short, but sliders aren't shorter than circles. They feel off and add density to the map that isn't in the song.
A much better way of emphasizing these sounds would be with increased spacings (which doesn't really work since you are using jumps throughout the whole map) or with sharper angles (which doesn't work either since you are using sharp angles throughout the whole map). This alone shows how flawed this map is: Having sharp angled jumps everywhere is like trying to emphasized everything - With the result, that everything feels the same and therefore not emphasized at all.
Also, for this section 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - you suddenly ignore the gimmick that was consistently used throughout the whole map and replace everything with halfscreen-jumps? Sure, this is probably the most intense section of the song, but ignoring previous gimmicks for the sake of huge jump patterns is disappointing.

00:41:391 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,4,5,1,2,3) -
This intense build-up repeats the exact same sound 8 times in a measure, which made me hope for some more 'structured' patterns here, for example symmetry / polygons / back-and-forth etc. While this is a stylistic choice, it would help making special parts of the song stand out more.

00:51:338 (1,2) -
Why is there such a big jump between these notes? (2) doesn't have a strong sound in the music at all, the complete emphasis is on 00:51:017 (1,2,1) -. It would have been much better to leave 00:51:498 (2) - out completely or as a sliderend. If you want to keep a circle, atleast lower the spacing significantly. Same applies for 00:56:471 (1,2) -

[Extra]

As I already mentioned, this has the same global issues as 'Black or White', as it's full of jumps and sharp-angled movements throughout which results in almost no emphasis. However, I can understand why you mapped it this way for this difficulty as the song has this constant, rather strong 1/2-beat going, so it might be acceptable. It's still not a very exciting difficulty and could be a lot better with more diversity.

00:15:402 (1) - This note might be louder than the others but the overmap still feels unfitting for the same reasons as in 'Black or White'.
00:51:338 (1,2) - Same issue as in 'Black or White'.
01:01:926 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,2,3,4) - Really neat how the transition was handled here. I like this!

[Hard]

00:52:059 - Any reason for skipping this particular beat?

[Light Hard]

00:46:926 - 00:52:059 - Again, reasons for skipping these beats?



The 'emphasis' issue from 'Black or White' and 'Extra' is similar for 'Insane' too (and a common issue in ranked maps lately). The jump patterns that you are using are fun and exciting to play if they are used to emphasize something in the song, it can even be an entire section with constant strong 1/2-sounds or something. But if it's used for the whole map it feels disconnected from the song.
'Hard' and 'Light Hard' have a similar problem, 1/2-sliders are almost spammed throughout the whole map (especially in 'Light Hard') which makes it the most repetetive difficulty of the mapset. It won't be as fun to play as a map that uses a higher diversity of rhythms and patterns, with more emphasis on the intense sections.

Please reply carefully to everything you disagree with. I won't be accepting 'I think the jumps fit the song' as an explanation here. I know I am being a bit harsh by popping this bubble, especially since these issues apply to half of the ranked beatmaps these days, but I feel like starting somewhere to improve the quality of the ranked maps again. I'm sure we can come to an agreement and the map can be moved forward somehow.
Topic Starter
lolia

Desperate-kun wrote:

Bubble popping over quality issues.



First of all, minor, but why is the HP-drain so low for the higher difficulties? These seem like maps that would fit well with higher HP-drain. Increased to 6.5 in the highest diff.

[Black or White]

The difficulty is unnecessary for this mapset as it adds nothing of value to it. 'Extra' already covers the song's full density and uses a lot of jumps to support the (almost) constant 1/2 beats in the song. 'Black or White' is exactly the same just with significantly more spaced out jumps (and some odd overmaps that I will mention below). It feels more like an attention seeker than anything else. I agree about difference of spacing between Extra and this diff. But don't say the difference between two diffs is 'only spacing'. As you said, the highest diff has some overmapped things which are called 'emphasis'. The emphasis is one of 'method of expressions', and it means each worth is different that styles of expression between two diffs are not same.

00:07:059 (1,2,1,2,1,2) - 00:09:626 (1,2,1,2,1,2) - 00:12:193 (1,2,1,2,1,2) - ...
I can see that these overmaps are intentionally done to emphasize these vocals. The logic behind them is flawed though - You are using 1/4-sliders instead of circles to emphasize vocals that are really loud and short, but sliders aren't shorter than circles. They feel off and add density to the map that isn't in the song.
A much better way of emphasizing these sounds would be with increased spacings (which doesn't really work since you are using jumps throughout the whole map) or with sharper angles (which doesn't work either since you are using sharp angles throughout the whole map). This alone shows how flawed this map is: Having sharp angled jumps everywhere is like trying to emphasized everything - With the result, that everything feels the same and therefore not emphasized at all. yea, I used 1/4 sliders for emphasis of vocals. But I didn't use them for emphasis with spacing. The 1/4 slider is not same as a hitcircle. 1/4 has it own speed and it(=speed) can emphasize vocals itself I thought. Also, sharp angle doesn't fit for vocal. I don't know you did some test with sharp angle in this diff, but I did it already when I mapped this. The test result was 'not fit'. Vocals are emphasized by using 1/4 slider, but emphasis of the next hitcircle was more stronger than 1/4 slider because flow of 'to the hitcircle' was forced.

Also, for this section 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - you suddenly ignore the gimmick that was consistently used throughout the whole map and replace everything with halfscreen-jumps? Sure, this is probably the most intense section of the song, but ignoring previous gimmicks for the sake of huge jump patterns is disappointing. The reason that pattern is changed suddenly is pattern of instruments is changed in this part. The instrument sounds are heard speedy and I judged using jump is the best way to express the instrument sounds.

00:41:391 (1,2,3,4,5,6,7,1,2,3,4,5,1,2,1,2,3,4,5,1,2,3) -
This intense build-up repeats the exact same sound 8 times in a measure, which made me hope for some more 'structured' patterns here, for example symmetry / polygons / back-and-forth etc. While this is a stylistic choice, it would help making special parts of the song stand out more. Structured jump flow is just a style of mappers and I prefer only flow in jump. Moreover, structured jump can be seen in only Editor and players don't mind it when they played maps. So it's not an issue about quality.

00:51:338 (1,2) -
Why is there such a big jump between these notes? (2) doesn't have a strong sound in the music at all, the complete emphasis is on 00:51:017 (1,2,1) -. It would have been much better to leave 00:51:498 (2) - out completely or as a sliderend. If you want to keep a circle, atleast lower the spacing significantly. Same applies for 00:56:471 (1,2) - Decreased (3.4x -> 3x)

[Extra]

As I already mentioned, this has the same global issues as 'Black or White', as it's full of jumps and sharp-angled movements throughout which results in almost no emphasis. However, I can understand why you mapped it this way for this difficulty as the song has this constant, rather strong 1/2-beat going, so it might be acceptable. It's still not a very exciting difficulty and could be a lot better with more diversity.

00:15:402 (1) - This note might be louder than the others but the overmap still feels unfitting for the same reasons as in 'Black or White'. Same reason as above. I'm sure this is the best.
00:51:338 (1,2) - Same issue as in 'Black or White'. Fixed
01:01:926 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,1,2,3,4) - Really neat how the transition was handled here. I like this! :pp

[Hard]

00:52:059 - Any reason for skipping this particular beat? Because the vocal becomes strong gradually. I wanted to express it with rhythm. You can find it in 00:51:979 (2) - 1/2 slider, 00:53:263 (3) - 1/4 repeat slider and 00:54:546 (3,4,5) - triplet.

[Light Hard]

00:46:926 - 00:52:059 - Again, reasons for skipping these beats? This is for balance of rhythm. I used 1/2 slider at 00:46:846 (2) - here because 00:46:525 (1) - this is a 1/2 slider. But I used 1/4 repeat slider at 00:48:129 (2) - here because 00:47:648 (1) - this is 1/1 slider, not 1/2 slider like 00:46:525 (1) - this. Also I applied it on 00:51:979 (2) - this.



The 'emphasis' issue from 'Black or White' and 'Extra' is similar for 'Insane' too (and a common issue in ranked maps lately). The jump patterns that you are using are fun and exciting to play if they are used to emphasize something in the song, it can even be an entire section with constant strong 1/2-sounds or something. But if it's used for the whole map it feels disconnected from the song. I think I replied about this above.

'Hard' and 'Light Hard' have a similar problem, 1/2-sliders are almost spammed throughout the whole map (especially in 'Light Hard') which makes it the most repetetive difficulty of the mapset. It won't be as fun to play as a map that uses a higher diversity of rhythms and patterns, with more emphasis on the intense sections. I agree about 1/2 spam in the Light Hard. But my answer is 'no' if someone asked me Light Hard is boring or not. Of course that diff is boring to us, but not to real newbie like a Normal player. Because 1/2 spam flow is not simple, I believe players can enjoy this diff enough.

Please reply carefully to everything you disagree with. I won't be accepting 'I think the jumps fit the song' as an explanation here. I know I am being a bit harsh by popping this bubble, especially since these issues apply to half of the ranked beatmaps these days, but I feel like starting somewhere to improve the quality of the ranked maps again. I'm sure we can come to an agreement and the map can be moved forward somehow.
I hope my reply is enough to you :3
Thanks for consider my mapset.
Myxo
Thanks for the quick reply! You didn't really understand what I meant with issues regarding 'emphasis', though.

1) You are using the overmapped 1/4-sliders in the highest diff for emphasis on the vocals. I can understand that. I don't really agree with it, because I think the overmaps are too much for the song, but they make sense. But you are not using it consistently for 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - because even though the song gets more intense here you should have expanded on the gimmick (using the 1/4 sliders but with higher spacing) instead of getting rid of them.

2) Except for these 1/4-sliders, the maps have almost no emphasis. Normally you would use emphasis with jumps or angle changes or anything like that, but since the whole map uses jumps and sharp angles there is no emphasis.

Also, newbie players find repetetive mapping boring, too. Just because it's not easy for them, they will still judge what they find interesting and what they find boring.
Topic Starter
lolia

Desperate-kun wrote:

Thanks for the quick reply! You didn't really understand what I meant with issues regarding 'emphasis', though.

1) You are using the overmapped 1/4-sliders in the highest diff for emphasis on the vocals. I can understand that. I don't really agree with it, because I think the overmaps are too much for the song, but they make sense. But you are not using it consistently for 01:17:327 (1,2,3,4,5,6,1,2,1,2,1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2) - because even though the song gets more intense here you should have expanded on the gimmick (using the 1/4 sliders but with higher spacing) instead of getting rid of them.

2) Except for these 1/4-sliders, the maps have almost no emphasis. Normally you would use emphasis with jumps or angle changes or anything like that, but since the whole map uses jumps and sharp angles there is no emphasis.

Also, newbie players find repetetive mapping boring, too. Just because it's not easy for them, they will still judge what they find interesting and what they find boring.
Fixed the 1st and 3rd things.

But I still don't agree about 2nd thing. Sharp flow is one of my mapping styles, so I didn't use it for emphasis. Also what I said about 'emphasis' was 1/4 slider. I used 1/4 sliders for emphasis, so it becomes no emphasis naturally if you except them x.x
Myxo
Okay, I'm fine with that. I won't be rebubbling but I like that the mapset improved. :3

@Sonnyc Feel free to rebubble.
Sonnyc
Nominated.
VINXIS
btw the black and white links dont work
Topic Starter
lolia
cuz of old links lol
the link works perfectly now
Pentori
checking bobbles
[General]
01:01:605 - s:c99 finish across all diffs. dw about the clap
00:41:391 - should use finishes instead of claps for this part imo. spamming snares sounds so weird when the music is building up

[Light Hard]
spread is like Normal ----------> Light Hard --> Hard, which is borderline dangerous. light hard introduces the increased rhythm density, as well as much faster movement to the normal. you handle this decently by breaking up rhythms with 1/1 gaps 00:08:343 (2,3) - 00:10:910 (2,3) - etc. except for certain places like 00:20:856 - 00:31:124 - where the 1/2 chains become really long. imo you should look to break up some of these rhythms and also use more rests in the kiai eg. 00:51:338 (4) - 00:56:471 (4) - so it isn't too demanding for the player

[Insane]
00:07:380 (4,5,6) - combo is inconsistent here since u nced these normally 00:12:514 (1)
00:20:215 (1,2,3) - 00:30:482 (1,2,3) - i think u could make these drums feel more impactful, there's barely any spacing change compared to patterns like 00:29:519 (4,1)
00:46:846 (2,3,4,5,6) - 00:48:129 (3,4,5,6,7) - 00:49:412 (3,4,5,6,7) - should try to alternate between different methods of mapping this. forcing the same 5-stream consecutively can be really draining, considering the hard only occasionally used triplets
01:03:530 (5) - drums switch from snares to kick drums here, yet that isn't really shown at all in the map. should reconsider this pattern with that in mind

[Extra]
00:34:974 (1,2,1,2) - could be done better if you used the same flow concept for all of 00:35:295 (1,2,1,2,1,2) . this pattern groups 00:34:974 (1,2,1,2) - together, but you should be grouping 00:35:295 (1,2,1,2,1,2) - together. your previous pattern had the back and forths at 00:25:027 (1,2,1,2,1,2) - and the wider angle on 00:25:027 (1) - so u should try do the same here
01:03:530 (5) - similar to insane, should try something different here instead of having your stream change at 01:03:851 (1) - where nothing much happens in the music
01:21:177 (1,2,1,2,1,2,1,2) - same as first comment, could do a better job grouping these

[Black or White]
00:51:338 (1,2) - dont think this needs to be equally as big as 00:51:017 (1,2) - since there isn't a sound on 2
01:03:851 (1,2,3) - sounds really awkward without hitsounds on the slidertails lol

poke me when you're ready
Topic Starter
lolia

Pentori wrote:

checking bobbles
[General]
01:01:605 - s:c99 finish across all diffs. dw about the clap
00:41:391 - should use finishes instead of claps for this part imo. spamming snares sounds so weird when the music is building up applied to 00:43:797 - here

[Light Hard]
spread is like Normal ----------> Light Hard --> Hard, which is borderline dangerous. light hard introduces the increased rhythm density, as well as much faster movement to the normal. you handle this decently by breaking up rhythms with 1/1 gaps 00:08:343 (2,3) - 00:10:910 (2,3) - etc. except for certain places like 00:20:856 - 00:31:124 - where the 1/2 chains become really long. imo you should look to break up some of these rhythms and also use more rests in the kiai eg. 00:51:338 (4) - 00:56:471 (4) - so it isn't too demanding for the player

[Insane]
00:07:380 (4,5,6) - combo is inconsistent here since u nced these normally 00:12:514 (1) NCed here too
00:20:215 (1,2,3) - 00:30:482 (1,2,3) - i think u could make these drums feel more impactful, there's barely any spacing change compared to patterns like 00:29:519 (4,1)
00:46:846 (2,3,4,5,6) - 00:48:129 (3,4,5,6,7) - 00:49:412 (3,4,5,6,7) - should try to alternate between different methods of mapping this. forcing the same 5-stream consecutively can be really draining, considering the hard only occasionally used triplets
01:03:530 (5) - drums switch from snares to kick drums here, yet that isn't really shown at all in the map. should reconsider this pattern with that in mind

[Extra]
00:34:974 (1,2,1,2) - could be done better if you used the same flow concept for all of 00:35:295 (1,2,1,2,1,2) . this pattern groups 00:34:974 (1,2,1,2) - together, but you should be grouping 00:35:295 (1,2,1,2,1,2) - together. your previous pattern had the back and forths at 00:25:027 (1,2,1,2,1,2) - and the wider angle on 00:25:027 (1) - so u should try do the same here
01:03:530 (5) - similar to insane, should try something different here instead of having your stream change at 01:03:851 (1) - where nothing much happens in the music
01:21:177 (1,2,1,2,1,2,1,2) - same as first comment, could do a better job grouping these

[Black or White]
00:51:338 (1,2) - dont think this needs to be equally as big as 00:51:017 (1,2) - since there isn't a sound on 2
01:03:851 (1,2,3) - sounds really awkward without hitsounds on the slidertails lol

poke me when you're ready
Fixed all, thanks!
Pentori
recheck

light hard
00:20:856 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1) - 00:31:124 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2) - you need to break up these chains with 1/1 gaps somewhere, right now they're as dense as the kiai

insane
00:53:503 (6) - might want to remove this beat, to be more consistent with the previous pattern 00:48:129 (3,4,5) . it also makes the build up stronger

insane and extra
01:03:530 - i don't think nc'ing really fixes this. you should aim to change the design of the stream, for example in black or white you change the stream's ds
Topic Starter
lolia

Pentori wrote:

recheck

light hard
00:20:856 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1) - 00:31:124 (1,2,3,4,1,2,3,4,5,1,2,3,4,1,2,3,4,5,1,2) - you need to break up these chains with 1/1 gaps somewhere, right now they're as dense as the kiai

insane
00:53:503 (6) - might want to remove this beat, to be more consistent with the previous pattern 00:48:129 (3,4,5) . it also makes the build up stronger
changed (5) to 1/4 slider for consistency of rhythm in this part. It's also following the prev rhythm now

insane and extra
01:03:530 - i don't think nc'ing really fixes this. you should aim to change the design of the stream, for example in black or white you change the stream's ds
Applied all.
Pentori
ok rebubbling cos quite a bit got changed
sonnyc can qualify if he's still interested, as it was bubbled before the rule
Sonnyc
Nominated.
Topic Starter
lolia
Thank you all xD
Irohas
gratz dude!!
Affirmation
헉 드디어...!
m3gB3g
NOOOO WAY XD
Reillia
홀리 쮓
Kagetsu
gratz
Xexxar
why is soft-hitfinish a finish hitsound when its a light drum hit. With hitsounds disabled it sounds very bad :\
hi-mei
wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
tit
Love the mapping. 8-)
Monstrata
We mod maps wit the assumption that ppl use default settings (like default skin) shouldn't we also assume that players will have custom hitsounds enabled since thats the default setting? @Xexxar.

Maybe this isn't the right place for the discussion though.
tit
:arrow: Fits really nice and bpm feels perfect with the mapping
Cellina

hi-mei wrote:

wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
what is wrong with you
Pachiru

hi-mei wrote:

wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
Even with this, it's still better than your maps, hi-mei.
Nao Tomori
i agree with xexxar, while obviously in the default settings of the map (with map hitsounds on) it sounds perfectly fine, if you turn them off then it sounds god awful. but with the quick fix of changing it to whistle instead of finish, then this issue could be completely avoided. please consider this option...
Dragontail
Well I posted this on qualified maps, but doyak told me to post it here, so... I believe that your usage of 1/4 sliders is a little odd. Example 00:14:760 is put as two 1/2 beats, but next two are a 1/4 slider and a 1/2 beat. I believe this does not flow well with such contradictory measures, and am not sure if it really fits the song and sounds like you are mapping to existent beats. It may just be me, and I am bad mapper/modder, but it just sorta bugs me while playing. Please take it into consideration!
Topic Starter
lolia

Naotoshi wrote:

i agree with xexxar, while obviously in the default settings of the map (with map hitsounds on) it sounds perfectly fine, if you turn them off then it sounds god awful. but with the quick fix of changing it to whistle instead of finish, then this issue could be completely avoided. please consider this option...
It's up to players' skin. (Hitsound is fine with my skin)
Skin is a personal thing in the Game. So, it's player's responsibility if there are issues by using skin.

@Dragontail : I'll post tonight

Dragontail wrote:

Well I posted this on qualified maps, but doyak told me to post it here, so... I believe that your usage of 1/4 sliders is a little odd. Example 00:14:760 is put as two 1/2 beats, but next two are a 1/4 slider and a 1/2 beat. I believe this does not flow well with such contradictory measures, and am not sure if it really fits the song and sounds like you are mapping to existent beats. It may just be me, and I am bad mapper/modder, but it just sorta bugs me while playing. Please take it into consideration!
I can't say about your play but I can say about pattern.
The reason that I used 1/4 sliders was that I thought the lyric is important. You can see that all of 1/4 sliders are on 'HAI'. So the usage of 1/4 sliders isn't contradictory thing I think. Flow is also simple cuz all tails of 1/4 slider are following the next note. So if you faced some weird things, I guess you don't experience to various 1/4 slider patterns yet x.x
Pachiru
Hitsounds are good also with my skin.
Stedoss
what's with this kiai time? 01:07:059 (1,2)
Topic Starter
lolia

Stedoss wrote:

what's with this kiai time? 01:07:059 (1,2)
It's for a fountain effect :3
Vivyanne
Hi! I have some concers for the top diff!

00:04:332 (2,4) - Seeing the patterning used before in the map, why isn't this stacked like 00:00:482 (2,4) - and 00:03:049 (2,4) - ? It doesn't make much sense to me to have the same pattern done differently when the song wasn't asking for it. If you wanted a change, I think a change in angle to 00:04:493 (3) - would be the best for emphasising the vocals.
00:12:193 (1,2,1,2,1,2) - Why do these enforce a circular motion all of the sudden? In all other occations that are really damn similar to this one you enforce a circular flow with the jumps being placed vertically on the grid, but here you decide that your old patterning doesn't matter anymore even though it's the exact same set of sounds? Also why are 00:12:514 (1,1) - curved it only makes it even more inconsistent and weird.
00:15:723 (1,2) - Wouldn't a slider be better here? Currently seen from tapping emphasis there is no difference to 00:15:081 (1,2,1,2) - . What this does while playing is that it doesn't feel like the song is changing (which it is here) and just feels like the big jumps are over. A slider would help the player recognise that there's an upcoming change and thus makes the player more connected to the song.
00:20:215 (1,2,3) - These feel really noticable to me. I don't get what you're trying to accomplish with the spacing here. The change is so small that it barely feels like anything's changing while playing in the map itself, even though the song is clearly more intense on these 3 notes. I think a bigger spacing change or perhaps even a angle change would fit here really well to let the player know there's something going on. (like, you did something noticable at 00:30:482 (1,2,3) - so why not here!!)
00:25:027 (1) - Why is this the only kickslider with a curve it doesn't make sense with the other sliders that you mapped here :v
00:39:466 (3,1) - Patterning inconsistency, isn't (1) supposed to be stacked on the tail of (3) like you did on 00:36:899 (3,1) - ? It feels weird to have sounds be the exact same but the patterning to be slightly off for no particular reason at all other than it ?subjectively looking nice?
00:42:354 (6,7) - This is the reason why I'm writing this. Can you please, really really PLEASE unstack these? The jumps are slowly crawling to their max and the music is intensifying but you just destroy the entire momentum that you built up with the stack. It feels so disappointing to have this in the map, honestly. Can this please be a jump like the rest of the section? The drums aren't getting any calmer so I don't see a reason why you'd want to kill all movement momentum just like this.
00:48:931 (1,2) - Kinda the only situation in which you decide to use a really sharp angle after a slider. Would be cool to have this note be right to the slider like you had in legit all other situations in which the same emphasis is taking place.
00:57:113 (2,5) - Again, you stack a lot in the map but just undo the stacking here? Weird aesthetical choice man
01:05:134 (1,2,3) - I do by far not agree on these notes being stacked, especially with 01:05:616 (4) - . What you're doing here is indeed making the notes noticable by removing all possible movement, but to be fair is it really what the loud drums and really intense hitsounds deserve? I get that it's after a really slow slider and it might be suprising for players to have jumps after, but the drums kick in randomly too so why not give the feeling of the song away in the map? Also please unstack 01:05:616 (4) - to make it a noticable ending of the kiai part.
01:11:231 (3) - Missed kickslider? I still here the "Hai" shout thing here noticably so why is this the only place without a kickslider? I mean, 01:11:551 (1,1) - has them too and 01:08:664 (1,1,1) - is almost the exact same in the song so what's the point in making it different?

When replying, can you please not respond with something along the lines of "I think it looks nice"? I tried to look at what you were doing with the map and based my points off of that. I want to understand what what you are doing here so please make me able to understand it.

I hope you consider these points with the intent of bettering the map and not to keep qualified status, good luck!
hi-mei
greetings
ok so, since it will be ranked soon, I should express my concerns about it to make sure that I did at least something to keep the high standards in ranked section.

first of all, Im more than concerned about hitsounding

with default hitsound this map (now im talking about the last diff) :x has a very controversial sounding
basically, to know what im talking about, you should turn off the custom hitsounds and go to
00:41:391 - till 00:46:364 -
it actually happens thru the entire diff.

basically its just all wrong and weird.

by saying that "oh, its up to user's skin" - your literally forcing people to adjust their skins to play your map. which is at least questionable I suppose?

moving up next:
00:07:059 (1,2,1,2,1,2) - i dont really understand why is this patternized like that, basically
00:07:059 (1,2) -
00:07:380 (1,2) -
00:07:701 (1,2) -
^ all of them has different distance, despite that the sound is still the same, also I dont really understand you used kick sldiers there, since its a very uncomfortable pattern, moreover, usually kicksliders are used to cover the mediocre sound on slider end in triplets, but in this sound measure you dont have it.
It is literally 1/2 jumps right there. So you mapping drops here 00:06:739 (1,2) - , and then switching to drops+VOCAL 00:07:059 (1,2,1,2,1,2) - , which is inconsistent and wrong in my opinion, since is deluding the players from understanding the rhythm youre following.

not to mention that ure basically copied entire pattern 00:09:305 (1,2,1,2,1,2,1,2) - here and flipped it horizontally, which isnt contributing to the overall quality.

next up, I am highly concerned about the structure in this map:
00:12:193 (1,2,1,2,1,2) - it is a bad attempt to add a variety in structure, that youre used twice (copy-paste ^ that i mentioned above), I dont see any structure, or any logical object placement there, its just flow and thats it.
like, why is this slider has 3 anchors? 00:12:835 (1) - you didnt use it before in the same sound measures.
00:14:760 (1,2,1,2,1,2) - the transition from horizontal jumps into kickslider>jump>flow break> kickslider>jump here is so forced that its literally pain to play.

on the same "HAI-HAI-HAI" vocals you never used bends on slider, 00:25:027 (1,2) - what happened here? it was always linear flow from kickslider>jump

00:26:150 (2,3,4,5) - flow here is so destroyed to the point where its non-existent, I legitimately cant see this working in current ranking standarts of mapping.

and the same things are repeating over and over thru the entire diff.

no structure, flow-breaks here and there without a visible reason for it.

example of how you could make it better:
00:41:391 (1,2,3,4,5) - here is a nice opportunity to use a star polygon
00:42:995 (2,3,4,5,1) - ^
00:46:846 (2,3,4,5,6,3,4,5,6,7) - they are just blatantly copied and they are not even linear, you could make them in one line at least?
00:49:412 (3,4,5,6,7) - same thing, its just flipped from the previous stream, despite it is a different vocal measure.

ok here is a obvious example of how inconsistent and broken this structure is:
01:08:664 (1,2,1,2,1,2) - (70% volume) compare this and 00:07:059 (1,2,1,2,1,2) - this (65% volume)
that means, that the first one shud be spaced more than second one, but for some reason ure going from 2.2 in first measure, to 1.9 in second one.
01:13:797 (1,2,1,2,1,2) - same thing, structure in these measures is inconsistent.


01:19:252 (1,2,1,2) - it is basically overmapped jumps that were put to force high SR.
you might say, hey, its KIAI

tho i dont see a reason to put a kiai here at all

lets see:
01:18:931 (1,2,1,2,1,2) - 70% volume HAI-HAI-HAi chorus ds 2.2-2.5
01:13:797 (1,2,1,2,1,2) - same 70% volume, same hai-hai-hai chorus, ds 4.0-6.2 ????


ok so lets see what is happening in Extra:
00:51:979 (2,3,4,5,6) - so basically this thing is somehow different from 00:49:412 (3,4,5,6,7) - 00:48:129 (3,4,5,6,7) - etc
despite the fact that its a same big sound measure that shud has the same distance correlation.
00:54:546 (3,4,5,6,7) - etc

and also its just sad to see that youre copying everything over and over, just zero improvisation.

01:22:140 - 01:22:461 - why finishes there? I think its a mistake. its just simply wrong, you probably forgot to apply some custom hitsounds there.
also, moreover I can say that some of slider ends should be silenced
00:38:022 - example (it comes to highest diff as well)

Well, in assumption I can say that this map is very unpolished, mapped not carefully and needs more work.

And you know, its not just me, even more people think that its really bad.
Some of them are members of BNG.

Nonetheless, I affirm that this map is not ready to be ranked and needs to be disqualified for further development.
N0thingSpecial
Just a few concerns considering the last diff nothing big really

00:15:883 (2) - for a vocal focus map I think this is not really needed, with how the intro is mapped the guitar never stood out and 00:15:883 (2) - was an unexpected click

00:18:450 (2) - ^same

00:26:150 (2) - ^same

00:28:717 (2) - ^same

00:49:412 (3,4,5,6,7) - concerned for changing stream direction from horizontal to vertical which is inconsistent with how you mapped the later part, you have good aesthetic sense, it should be easy to fix.

good luck
Topic Starter
lolia
Too sleepy..

HighTec wrote:

Hi! I have some concers for the top diff!

00:04:332 (2,4) - Seeing the patterning used before in the map, why isn't this stacked like 00:00:482 (2,4) - and 00:03:049 (2,4) - ? It doesn't make much sense to me to have the same pattern done differently when the song wasn't asking for it. If you wanted a change, I think a change in angle to 00:04:493 (3) - would be the best for emphasising the vocals.
// First of all, here is same as 00:01:765 (2,3) - , not same as 00:00:482 (2,4) - and 00:03:049 (2,4) - . And now, let's see the pattern. I didn't want to change flow because music doesn't change dramatically. So, I thought it's enough to change rhythm(1/2 slider to 2 notes) and unstack.

00:12:193 (1,2,1,2,1,2) - Why do these enforce a circular motion all of the sudden? In all other occations that are really damn similar to this one you enforce a circular flow with the jumps being placed vertically on the grid, but here you decide that your old patterning doesn't matter anymore even though it's the exact same set of sounds? Also why are 00:12:514 (1,1) - curved it only makes it even more inconsistent and weird.
// I don't think it's sudden change. As I unstacked 00:10:589 (1,2,3) - this (previous part was stacked like 00:05:455 (1,2) - and 00:08:022 (1,2) - ), I tried to tell players about 'CHANGE'. So this part is different previous part, it's fine.

00:15:723 (1,2) - Wouldn't a slider be better here? Currently seen from tapping emphasis there is no difference to 00:15:081 (1,2,1,2) - . What this does while playing is that it doesn't feel like the song is changing (which it is here) and just feels like the big jumps are over. A slider would help the player recognise that there's an upcoming change and thus makes the player more connected to the song.
// My opinion is different. I wanted to notify the change of song to player by giving dramatic spacing gap, because 00:15:402 (1,2) - this spacing is quite big. But 1/2 slider doesn't demand lots of movement of cursor. It's really tiny. So I put circle jump with almost same flow and small spacing.

00:20:215 (1,2,3) - These feel really noticable to me. I don't get what you're trying to accomplish with the spacing here. The change is so small that it barely feels like anything's changing while playing in the map itself, even though the song is clearly more intense on these 3 notes. I think a bigger spacing change or perhaps even a angle change would fit here really well to let the player know there's something going on. (like, you did something noticable at 00:30:482 (1,2,3) - so why not here!!)
//Well, I changed spacing because of first appearence of snare(?) sounds, but it doesn't too loud. So I thought it's enough spacing with NC.

00:25:027 (1) - Why is this the only kickslider with a curve it doesn't make sense with the other sliders that you mapped here :v
// Because the rule of 1/4 sliders in this diff was 'Face to the next note'. Not straight slider. So it's mutable anytime :3

00:39:466 (3,1) - Patterning inconsistency, isn't (1) supposed to be stacked on the tail of (3) like you did on 00:36:899 (3,1) - ? It feels weird to have sounds be the exact same but the patterning to be slightly off for no particular reason at all other than it ?subjectively looking nice?
// To be exact, 00:40:108 (1,2,3,4,5) - this pattern is inconsistent. Because of 00:40:749 - this cymbal sound, I felt 00:40:108 (1,2,3,4,5) - this is intermediate status between 00:38:824 (1,2,3,4) - and 00:41:391 (1,2,3,4,5,6,7) - . So I thought it's fine to change pattern a bit.

00:42:354 (6,7) - This is the reason why I'm writing this. Can you please, really really PLEASE unstack these? The jumps are slowly crawling to their max and the music is intensifying but you just destroy the entire momentum that you built up with the stack. It feels so disappointing to have this in the map, honestly. Can this please be a jump like the rest of the section? The drums aren't getting any calmer so I don't see a reason why you'd want to kill all movement momentum just like this.
// lol, I just wanted to distinguish this and 00:43:637 (1,2) - this because 00:43:637 (1,2) - this vocal is stronger than 00:42:354 (6,7) - this. So I stacked this and didn't NC here.

00:48:931 (1,2) - Kinda the only situation in which you decide to use a really sharp angle after a slider. Would be cool to have this note be right to the slider like you had in legit all other situations in which the same emphasis is taking place.
// I had known this flow, but I thought it's fine. Because (1) is 1/2 slider, so real flow isn't so sharp I thought.

00:57:113 (2,5) - Again, you stack a lot in the map but just undo the stacking here? Weird aesthetical choice man
// Hmm, if the reason is only aesthetical thing, I just like this.

01:05:134 (1,2,3) - I do by far not agree on these notes being stacked, especially with 01:05:616 (4) - . What you're doing here is indeed making the notes noticable by removing all possible movement, but to be fair is it really what the loud drums and really intense hitsounds deserve? I get that it's after a really slow slider and it might be suprising for players to have jumps after, but the drums kick in randomly too so why not give the feeling of the song away in the map? Also please unstack 01:05:616 (4) - to make it a noticable ending of the kiai part.
// The reason that I stacked all notes is for emphasis of difference between 01:04:493 (3,4) - this two slider. And.. I can't understand why I should unstack (4) for just end if KIAI x.x

01:11:231 (3) - Missed kickslider? I still here the "Hai" shout thing here noticably so why is this the only place without a kickslider? I mean, 01:11:551 (1,1) - has them too and 01:08:664 (1,1,1) - is almost the exact same in the song so what's the point in making it different?
// 01:08:664 (1,2,1,2,1,2) - Here is only 'HAI', but 01:11:231 (3,4,1,2,1,2) - here is two vocal at the same time. So I wanted to hold another vocal for 1 beat so it can be different from previous 'HAI' part.

When replying, can you please not respond with something along the lines of "I think it looks nice"? I tried to look at what you were doing with the map and based my points off of that. I want to understand what what you are doing here so please make me able to understand it.

I hope you consider these points with the intent of bettering the map and not to keep qualified status, good luck!
Will check rest of post after sleep.. orz
Miquella

  • Black and White
  1. 00:00:482 (2,3,4) - the contrast of those jumps are wrong, the song is emphasizing white ticks (stamps), the back and forth pattern doesn't fit, lowering spacing on
    00:00:803 (4) - would make it make sense again, this is actually quite important because it's the start of the map, on a map like this with a somewhat flexible spacing concept this is one thing you need to get right imo,
  2. 00:01:926 (3,4,5) - even though this part has correct contrast on spacing emphasize I'm not really fond of how you represent the song here,
    00:01:926 (3,4) - this part flows and plays exactly like 00:00:963 (5,6) - while the song's melody on 00:01:926 (3,4,5) - is finally changing & doing something different, it's really something you should get right with a flexible spacing concept which could be easily applied . it doesn't really feel mapped to the song pattern wise.
  3. 00:02:567 (5) - what about a 3/4 slider? the song is doing a long hold note, a 1/1 feels logically a bit counterintuitive.
  4. 00:03:049 (2,3) - again spacing contrast isn't contributed correctly with this back and forth, you are ignoring both instruments in your spacing.
  5. 00:03:530 (5,6) - Why does this pattern does something completely different from 00:01:926 (3,4) - & 00:00:963 (5,6) - ?
    You are variating the placement of your patterns in a wrong way, you should do it when the song changes and not just randomly whenever you feel like it lol.
    this is what I meant with 00:01:926 (3,4,5) - you are ignoring the variation of the song and making up your own in your patterns.
  6. 00:00:322 (1,2) - i don't see a reason why spacing is bigger now? the song starts getting intense on 00:04:493 -
  7. 00:04:653 (4) - spacing contrast is really odd here why is (4) the most emphasized? i assume the map is following vocals because that's why the spacing increases, but then it doesn't make sense how you still put the highest spacing on 00:04:653 (4) - cause the song is not emphasizing that note,
    there's only that Scottish sounding instrument there(i don't know what it's called) please alter your spacing.
  8. 00:05:455 (1,2,3,4,5,6,1,2) - This arrangement looks a cluttered, but that's not really what concerns me the most.
    you are putting spacing emphasis on 00:06:097 (4) - clap, 00:06:257 (5) - Scottish instrument(idk name) and on the vocals 00:06:418 (6) -
    It doesn't make sense you are trying to emphasize everything which ends up emphasizing nothing. the player won't be able to know what you are following you are just drowning the player in information, this is actually something somewhat objectively bad hence why there's a guideline about it.
    I don't see why you would follow all layers of the song at the same time why? please follow like max 2.
  9. 00:08:343 (3,4,5,6,1) - again you are following too much and drowning players in information of what is being followed.
    don't follow everything.
  10. 00:09:947 (1,2) - this is where the song makes a distinct change in the song and you hitsounded it too, why does it have the weakest emphasize from the group? 00:08:824 (5,1,2,1,2,1,2) - there are many ways to emphasize that sound on 00:09:947 (1) - , a rhythm change, sv change, or simply more spacing, why did you to decide to ignore it? spacing contribution looks lazy done, not only that but you put more spacing emphasize on other parts which are kinda harassing the correlation to the song a bit, just compare 00:09:947 (1,2) - to this 00:12:514 (1,2) -
  11. 00:10:749 (2,3) - this is an aesthetical error, being that these look the same like 00:09:626 (1,2,1,2,1,2) - look similar but they are not the same part of the song, it looks really misleading, you didn't do it here 00:11:391 (5,6) - would fix that, and
  12. 00:11:231 (4,5,6,1,2) - stop following everything, this is standard mode not mania.
  13. 00:12:193 (1,1,1) - you would think the that the way how these sliders are now curved would indicate something in the music but nothing happends why is are those curved?
  14. 00:13:156 (1,2,3,4,5,6) - This is bad.
    You suddenly have this part of the song 00:13:156 (1,2,3,4,5,6) - really overlapped with this part of the
    song 00:12:193 (1,2,1,2,1,2) - but these part don't relate to each other at all and you didn't do it before (see 00:08:022 (1,2,3,4,5,6) - )
    there is this thing with mapping if you map to the same place the previous entry will kinda lose it's emphasized. it would be way better of if you gave the middle or down right corner of the playfield more love.
  15. 00:13:797 (4,5,6) - there is no real reason or logic behind the idea "when does a back and forth appear"
    00:05:776 (3,6) - no back and forth
    00:08:343 (3,6) - no back and forth
    00:10:589 (1,2,3) - back and forth 00:11:551 (6) - no back and forth
    00:13:477 (3,6) - back and forth
    so it's structured like 0 0, 0 0, 1 0, 1 1, can you explain those?
  16. 00:14:920 (2) - your new combo indicates that you are mapping to the vocals, but why do you immediately put emphasis on 00:14:920 (2) -
    doesn't make sense lol, again you are drowning the player in information. You are following 4 instruments 00:14:439 (1,2,1,2) - it's really unclear what you are following lol.
  17. 00:15:081 (1,2,1,2) - It's really odd how you now actually milk the hell out of those cymbal crashess while you didn't follow it here 00:09:947 (1,2) -
  18. 00:20:856 (1,2,3,4,5,6) - why do you follow the "hey" vocal on 00:21:177 (3) - and then you don't follow it on 00:21:819 (6) - ? seems a inconsistent rhythm choice considering you decide to map those vocals again at 00:22:461 (3,1,1) - the rhythms are randomly crossing with the other vocals for no reason feels vague. and other times when the song does the same thing you do follow it at for example at 00:34:011 (3,6) -
  19. 00:25:027 (1) - why is this slider different, don't see why. you know when you randomly change those things players will think something changed in the song but nothing happens in the song so it looks uncalled for.
  20. 00:22:781 (1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2,2) - looks a bit cluttered and right side of the playfield could use some love too
  21. 00:25:348 (1,2,1,2) - this overlap especially, it aesthetically doesn't make sense cause those 1/4 jumps never overlapped each other.
    this also could be arranged better 00:24:225 (5,2,2,2,2,2) -
  22. 00:28:236 (6) - This an error here with your sliderdesigns compare 00:27:915 (5,6) - with 00:17:648 (5,6) -
  23. 00:30:482 (1,2,3) - really bad choice for a back and forth here.
    but the song is only putting a lot of emphasize on (1) and (3).
  24. 00:37:541 (1,2,3) - logically doesn't make sense to have a back and forth here this is an entirely different part of the song why do you map it the same way?
  25. 00:40:428 (3,4,5) - this flows smilair to 00:37:862 (3,4,5) - while the vocals doing something different.
  26. 00:43:477 (5,2,2) - placement like this a bit offensive to mappers who try to make their jumps look neat this could, for example, form a triangle it makes really big aesthetical differences if you stuff like that imo, this is why some mappers hexagrid.
  27. 00:44:920 (2) - the guitar stops producing 1/2 notes here 00:45:081 (3) - why so much spacing on here? it's not following the song lol.
  28. 00:47:648 (1,1) - why are these two sliders differently shaped? the song isn't changing & it's kinda devaluing the meaning of your sliderdesigns on 00:50:215 (1,3)
    01:05:616 (4) - kiai blast does fit but, the song technically goes into a whole kiai again.
    01:22:140 (1,2) - what calls for this stacking overlap? it doesn't look ugly but, you never did it before.
placeholder didnt finish

You don't account how the map sounds with ignored hitsounds, that's something on the player's end. I don't think anything is wrong with that.
Just like how offscreen hard rock objects are not unrankable. can be ignore, however i do think there's quite alot wrong with this map though lol.
Natsu

Monstrata wrote:

We mod maps wit the assumption that ppl use default settings (like default skin) shouldn't we also assume that players will have custom hitsounds enabled since thats the default setting? @Xexxar.
I also agree, if people turn off hitsounds, sb, skin in a mapset is by their own risk...
Cryptic
Hello!
Since quite a few concerns have been raised regarding the top diff's spacing/design and the hitsounding in general, Lets disqualify this to allow some more time for discussion.
_handholding
After looking through the mods a lot of the stuff are rather subjective and don't seem to actually try to understand why the map was made that way and why it fits. Also about hittsounding, a map's rankability should be built around default settings, this includes hitsounds, no mod etc. Forcing someone to accommodate their map to a player's skin shouldn't be mandatory


@Modders Please use more simple sentences so it's easier to understand
Xexxar
Since the map was DQ'd, I am just gonna re-recommend changing soft_hitfinish to something like drum_hitnormal.

GL...

also nice wall mods all at the same time guys!
Enon
it has been 7 days from it got qualified and....
Topic Starter
lolia

Enon wrote:

it has been 7 days from it got qualified and....
xd

Will be comeback as Black or White 2.0 ww
Left
omg why
Novalian
rip
Syph
that's pretty sad lol
hi-mei

Cellina wrote:

hi-mei wrote:

wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
what is wrong with you
not with me, but with this map instead
Left
deleted by request of Sonnyc
카리아님 화이팅
hi-mei
well, i did read that, however me and others are still concerned about the entire thing
and since it got attention of qat, i can assume that there is something wrong with this map
Meg
i don't recommend you to use 1/4 sliders together with vocal "hai!"
just overmapped
_handholding
GL Karia, I hope you can get this qualified again!
Stjpa

hi-mei wrote:

well, i did read that, however me and others are still concerned about the entire thing
and since it got attention of qat, i can assume that there is something wrong with this map
Not really. It got dq'd because you guys thought it would be a great idea to wait until it's about to get ranked so they literally had to dq it for discussion.

Funnily enough, all the "issues" pointed out in the dq mods are subjective or don't have a real reasoning, but welp. The only thing that bothers me personally are the visuals but that's it.
Sonnyc
Dear hi-mei, I've been reviewing your mod post and I think you could be taking advantage by the looking at some of the code of conduct for modding and mapping.
CoC
[quote="Code of Conduct: Modding and Mapping":1337]
  1. The goal of modding is to help a mapper improve their work so that it can be pushed towards Ranked status if the mapper chooses to do so. If you're not interested in helping people, steer clear of the discussion to avoid hurting them.
  2. Treat others as you wish to be treated. People are more receptive to kind, helpful suggestions than hostile ones. Try to understand others’ point-of-view rather than attack it - nobody likes to feel worthless, incompetent or stupid. If you are a masochist, assume that all others are not.
  3. Before modding, ensure your intentions are good and you are focused on the task at hand. No-one likes to receive a rude or lazy mod.
  4. Unless the concept behind a beatmap is fundamentally flawed from the start, modding should aim to improve the map in its current design - not force your own style upon it. If you truly believe the map has too many significant issues to address individually, try to give a general statement of why this is the case and what direction you think the map should go in to get back on track.

hi-mei wrote:

basically its just all wrong and weird.
So first of all, "you" may "feel" things to be not right or weird, but that doesn't mean the mapper's opinion is just completely wrong. Everyone has their own opinions, and just calling others to be wrong because it is different with yours didn't really seem to be respecting the mapper's idea. And you know, this way, it's either hard for your opinion to gain respect.

hi-mei wrote:

not to mention that ure basically copied entire pattern 00:09:305 (1,2,1,2,1,2,1,2) - here and flipped it horizontally, which isnt contributing to the overall quality.

hi-mei wrote:

00:12:193 (1,2,1,2,1,2) - it is a bad attempt to add a variety in structure, that youre used twice (copy-paste ^ that i mentioned above), I dont see any structure, or any logical object placement there, its just flow and thats it.

hi-mei wrote:

and also its just sad to see that youre copying everything over and over, just zero improvisation.
Seeming from these sentence, it looks like you are considering repeated patterns based on copying objects to be bad. It could be. But from whose perspective were you talking about? Were patterns being copied where they weren't meant to be according to the beatmap's "current design", or was it according to "your personal style" that beatmaps with a lot of variety are high in quality?

hi-mei wrote:

moreover, usually kicksliders are used to cover the mediocre sound on slider end in triplets, but in this sound measure you dont have it.
Continuous from the comment before, this kind of sentence made me feel you were making mods based on your "personal style" in prior to the beatmap's "current design". I'm not really sure what you were meaning when you say the word "usually", but at least it didn't felt to be refering to the usual usage of 1/4 kicksliders in "this" map. The "usual" usage of 1/4 kick sliders in "this" map (talking about the highest diff) was appearing at the HAI sounds of the vocal and the only exception was at 01:03:851 (1,2,3) with a slightly different rhythm composition. Maybe it was your opinion that such concept to be fundamentally flawed from the beginning that made you raise this point out. However without showing that you have truely understood or attempted to understand the intention of the mapper, the points feel less persuasive than you may think.

You'll know just telling the map to be bluntly "wrong" is something highly disrespectful to say to a mapper.

Whether intended or not, the languages you were using felt to be quite offensive towards the mapper which made me confused if you were really attempting to provide a help on this mapset or was just attacking. I think you should be considering about your language selection much more seriously when making future mod posts...... It's the one that even goes before the actual contents of your mod post.

And of course, I'm not implying the contents of the mod itself to be worthless or something so I hope you don't get me wrong.



Besides that, I hope Karia could be investing some time to apply these mods since I see some points that are good enough to be addressed. Maybe I'll be checking this myself once again later on.
hi-mei
it is actually weird to see you here, since you announced your departure to the military

however, if you did read my post, you could noticed that i was doing that not to make a drama, or start a discus or something (you can also see other mods there, also with valid points in them)
i did that just to make sure that my concerns in regards of ranking standards are up to date, and more over, few bns/prominent mappers told me that this map needs a lot of work, and its a shame that you, Sonnyc, bubbled it.
Moreover, you did not even check hitsounding issues, which were obvious enough to check I suppose?

Nonetheless,

Sonnyc wrote:

So first of all, "you" may "feel" things to be not right or weird, but that doesn't mean the mapper's opinion is just completely wrong. Everyone has their own opinions, and just calling others to be wrong because it is different with yours didn't really seem to be respecting the mapper's idea. And you know, this way, it's either hard for your opinion to gain respect.
Yes, every mod is a subjective thing, and each time you mod, you express you own vision on stuff, which can be flawed/influenced by someone.

at the end of the day, thats how modding works I assume.


also, by making that response to my mod, you already confirmed that Karia isnt just a random mapper to you, but a friend at least, which explains your indulgence to this map.

Corruption?
Shiirn
He's just telling you to be less of an arrogant piece of shit who thinks he knows a hell of a lot more than he actually does.


It's nice that you care about this game enough to get so heated over it, but seriously. Fucking chill.
Illyasviel
This drama again? Soon a GMT will be here I bet. Is not that hard to behave and be polite when voicing your opinions.
Arrival
Bearizm
OMG CUTE KITTY
Surono
i love osu ppl, theyre cute. but im not


IdontUnderstandItBcusJustWithAlphabetWordsThatIknow
Left
Let's calm down.
Anyway it DQed, mapper can fix what he want and keep what he don't want and go for reQF.

If map really needs rework, then prominent mappers and BNs that you reallyreallyreallyreallyreallyreally like will appear and say sth.
I wanna say sth about this QAT, buy anyway yea why we're delaying this cool map with useless dramas?

only himei look at this
https://osu.ppy.sh/forum/p/6051199 personally about this stuff, wanna say 'don't lose discussion's point'. we're talking about this map's quality itself right? then you shouldn't complain about sonnyc's military, friend each other, didn't checked HS blabla....your attitude looks quite dirty.
Ashton

Arrival wrote:

ooooo kawaii neko-desu
Cellina
calm down guys
and shiirn, you really should know how to pay respect to someone rather than swearing
Shiirn
Profanity is a highly effective tool at enhancing the intent of language and showing personality, as well as a means of providing a more "down-to-earth" image, to show that you're just as much a human being as the target.

Profanity has its place. A blanket refusal to accept its existence is pathetic.

Himesaka Noa
Be nice, guys.

There is no necessity to offend others, to talk about someone's personal circumstances. Modding is for discussing what needs to make a map much better with mapper, is not for fighting other modders. even if you do it continuously, nothing will solve and nothing will be better.

Let's calm down and await mapper's response.
Sonnyc
Okay himei, now I see your intentions much clearly. Actually, it is something good to leave feedbacks on things that you believe that could be further improved, because it's solely the community's responsibility to assure beatmap quality! ;) I never intend to discourage you from taking this kind of actions. Just I wanted to advice that you could be more friendly when selecting your words because everyone who appreciates your mod post do have feelings afterall :3 Hope my intention was delivered properly.

Regaridng the actual map, I'll be mentioning stuffs that I agree with the mods that fixing would benefit a lot.
SPOILER
Black and White.
  1. Seveal player based feedbacks are demanding to change the hitsound settings. While it is not technically problematic because we define hs usages based on default settings, a lot of players actually turn off the custom hitsound settings and use one from their own. As the map is now dq'ed, you can take advantage of this opportunity for all playerbase to enjoy this beatmap as intended!
  2. 00:00:963 (5,6) - 00:03:530 (5,6) - 00:01:926 (3,4) - The pattern choice were pretty similar itself, but the flow choice quite differed. The first two were similar, and the final one differed. And considering the rhythm organization you've done here, giving a similar flow on 1st & 3rd looks to work better. ctrl+G of 00:01:284 (6) would assure consistency and giving a proper difference based on your rhythms.
  3. 00:09:947 (1) - It's really a good point that this strong beat of the song had the weakest emphasis in this set of pattern and was having the same expression with 00:07:380 (1,2) while the song being different.
  4. 00:15:402 (1,2,1,2) - Looks like a lot of modders were complaining about the rhythmic transition towards here. Looks like there were major spacing difference as I can see, so it may work as it is. But I'd like to talk this regarding to 00:10:268 (1,2,1,2). Flows, aesthetic concept, rhythmic concept etc were all the similar with the only difference of the spacing. This felt as a variation between similar patterns, instead of different patterns reflecting the different part of the song. You'll want to give a concept difference to make your intentions work even better.
  5. 00:20:215 (1,2,3) - vs. 00:30:482 (1,2,3) - The pattern construction way too differed, while the song was being similar enough. You'll want to assure some consistency between this since a back'n forth pattern that ends with a 1/1 interval wasn't really common stuff in this map. Rather making both a zigzag with no overlaps, or a back and forth would work better.
  6. 00:25:027 (1) - This was the only 1/4 slider with a red anchor and was really inconsistent.. Shame on myself on missing this.
  7. 00:42:354 (6,7) - vs. 00:43:637 (1,2) - Refering from your response, it seems it was pretty intentional for these to be different while you were aware of the similarity of the song. However since (1,2) are just regular jumps, they didn't really stand out to deliver your intentions properly imo. Also this setting made the stack of (6,7) pretty abrupt.
  8. 00:45:081 (3) - So unlike the previous consecutive jumps which was supported by the drums inside the music, that instrument disappeared here so you'll want to make the spacings in a different way to reflect that change.
  9. Regarding the HAI HAI 1/4 kick concepted patterns, hope you can be giving more consistency when music difference wasn't so major based on the community feedbacks. Some were parallel, some were rotating, some were switching flows, and it looks like people were feeling the existence of "why" behind each decisions.
Thanks for the feedback everyone to make a better place in osu!. I've also got a better understanding about this map. (hopefully)
scanter
we're just got some hitsounds problem, but why are we so sensitive? the mapset is really cool
Sakurauchi Riko
btw @himei, offending the map creator in an obvious way and then telling that the mapper shouldnt be offended of your mod afterwards doesnt work. you already did that to me and im not even surprised to see you here doing the same.

SPOILER
i love the map, hope you can make your way to re-qualify. i like the way you mapped highest diff
Topic Starter
lolia
holy, what happened here x.x
Miquella

Shiirn wrote:

Profanity is a highly effective tool at enhancing the intent of language and showing personality, as well as a means of providing a more "down-to-earth" image, to show that you're just as much a human being as the target.

Profanity has its place. A blanket refusal to accept its existence is pathetic.

pls no

o???
hi-mei

Sonnyc wrote:

Just I wanted to advice that you could be more friendly when selecting your words because everyone who appreciates your mod post do have feelings afterall :3
friendly
So should people be friendly enough to you to get a yolo bubble?

Do you actually use your brain and think about what it entails after things like that happens?
By qualifying a raw map only because its ur friend and osu is a friendly place youre:
1. making people sure that icons from bns isnt a sign of its quality, but a sign of "friendship" between mapper and bn
2. spewing disrespect to people who actually work on their maps to get them ranked, rather than work on their connections to make map ranked
3. making an example for new mappers, which can basically absorb the fact that map could be "okay" but not "good" or w/e to be ranked, so at the end it also affects the overall bar of the ranking quality as well
4. disappointed people like me who believed that youre a lot more acknowledged in mapping than you actually are

and by the way, Karia still should respond to this:
p/6048512
p/6048513
p/6049029

ps:
ranking isnt a friendly thing, friendship ends where you get your map qualified, its like an exam - you either pass it or youre out.
making friends in "jury" is a cool thing yea, but please, this ranking system is already rotten as hell, can you be a bit more restrictive to stuff youre doing? it affects so many people, you should consider that.
thanks.
Ashton
Do you think a BN would bubble a map just because their friends with the mapper? No.

Do you think a BN would help a friend get a ranked map over a random person wanting help? Yes.


I don't think the only thing the BN was thinking about when bubbling this map is "this is my friends map therefor I am obligated to bubble it regardless of it's quality".

also stop trying to criticise SonnyC for putting a "yolo" bubble, at the time S/he believed the map was ready so he set a bubble, now he see's your intentions so leave it at that.

I thought you weren't a meme anymore




For the map: I really like it! Good job owo
Arrival
Ashton

Arrival wrote:

crap another kawaii neko desu
Doyak
Do not post unrelated things, please. Focus on the map. If you have nothing to say about the map, just don't post anything here.
Ashton
But kawaii nekos :(


OK I understand Doyak.
Topic Starter
lolia
DON'T POST ANYMORE.
Here isn't for your quarrel.

@hi-mei : First, sorry to late about direct reply. I don't know you saw my post but I say it again. I'm remapping the highest diff now. Including HighTec's post, lots of issues were pointed out. There were some issues which I also agree. I also had my personal assessment about diffs, so I decided to do remap rather than to fix partially. I don't know what other people's think is, but I think remapping is more efficient. So about conclusion, I can't respond about your modding post, sorry. One more thing, I don't want to discuss about previous diffs from now on. So I hope you would not post about that anymore. Thanks.

@Sonnyc : 우선, 제가 접속을 못했던 사이에 여러 답글을 달아주신거에 대해 감사합니다. 몇몇 포스트에서 제가 동의하는 부분도 있었고 맵셋을 찍은지 9달이 지난 지금, 제가 맵을 보면서 이것저것 고치고 싶다는 부분도 생겨서 리매핑하자고 마음먹고 하고 있습니다. 도와주신거에 대해선 감사하고, 결과적으로 그런 의견들을 다 무시하고 리매핑을 하고있는 지금 상황에 대해서는 죄송하다는 말을 전하고 싶네요.




The old version is dead. Sorry for trouble caused by me.
And I hope there's no post about conflict from now on. If you want more discussion, just use PM. Thanks.
_handholding
misclick post sorry
Illyasviel
00:51:017 (1,2,1,2) - This pattern doesn't play good and it's actually pretty bad. Your old jumps were a better fit. It's the end of the first part of the kiai, so why is it so shallow and lacks punch? You do the same thing here 00:56:150 (1,2,1,2) - . Is just not fun to play and I'm sure you could do a nice pattern using only circles like this.

01:04:493 (3) - Ending that slider here 01:04:813 - and adding a circle there to follow up the clear vocals would make a better fit, because while you are clearly following the drums, the vocals are equally as strong in that part and could perfectly be represented as circles. The same concept would apply here 01:06:097 - and here 01:06:257 - , just add circles.

01:17:648 (2,3,4,5) - this pattern here is really disappointing because it's supposed to represent another intense part of the song yet it feels very bland. Deleting this slider 01:17:648 (2) - and making a 4 circle pattern with 01:17:969 (3,4) - would represent the intensity a lot better. Same thing happens with this slider 01:19:894 (1) - , while you are indeed starting a NC, the next slider 01:20:215 (2) - which follows the "hai" vocal makes the pattern 01:19:894 (1,2) - feel lackluster in intensity.

Finally, I'd like to say that while your old version had some issues with spacing (you fixed the buildup for the kiai in the current version) and you had sliders with your jumps that some people found them questionable (I found them pretty fun), it felt a lot more unique than what you have now. This feel very generic, and if I'm allowed to be frank, it's pretty boring. Your old map had more of your signature "it's Karia's mapping", this feels more like "I'll obey every single mod so everyone is happy". Might as well use OD 9 since this map isn't any challenge to get good accuracy.
DeletedUser_3044645
Such a disappointing community still. Toxic people still believing their thoughts are fact rather than opinion,
and not knowing how to respect other's mapping style.

No matter how much you polish a map, it will never be perfect because people just come up with unimportant essay mods.

Good thing I quit w because quit w is the best way to quit

1/4 슬라 악용이 심하네요 근대 좀
Ashton

Momoka wrote:

Good thing I quit w because quit w is the best way to quit
w
Dailycare
[Black or White]
*00:35:616 (1,2,1,2) - 뒤의 기합소리보다 보컬 음을 따라가서 점프 흐름에 약간의 변화를 주는 편이 나았다고 생각되요. 00:15:081 (1,2,1,2) - 처럼.
*00:41:070 (5) - 이건 앞의 00:38:503 (5) - 와 다르게 슬라이더대신 서클을 00:41:391 (1) - 에 스택시켜서 강조를 하는 것도 좋을 것 같아요.
*01:11:231 (3) - 음이 01:11:551 (1) - 나 01:11:872 (1) - 와 비슷해보이는데, 클랩 대신 휘슬과 피니시를 넣는게 어떨까요? 아님 클랩 휘슬도 괜찮을 것 같아요.

형식적인 모딩이라도 다시 랭크되는데에 도움이 됐으면 좋겠습니다.
Frostings
... Why was the old top diff deleted?
Reason being overmapped is a load of bs
Ashton

Kisses wrote:

misclick post sorry
misclick reply sorry.


No, if you misclicked and posted that it would be edited. Caught red handed.
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